﻿using System;

public class Consts
{
    public static int m_Test;
    public static string m_LogLevel = "DEBUG";
    public static ProfileLogType m_ProfileLogType = ProfileLogType.Mono;

    public static int ICON_NAME_LENGTH = 10;
    public const string LOGIC_TARGET_CONFIG_DIR = "Config/Crossplatform";
    public const string LOGIC_SOURCE_CONFIG_DIR = "Config/Xml_sources";

    public static int EXAMPLE1_ACTOR_COUNT = 0;

    public static bool EXAMPLE1_USE_BYTES = false;      // 是否使用二进制.
    public static bool EXAMPLE1_USE_CAPACITY = false;   // 是否使用capacity
    public static int EXAMPLE1_MULTI_CONFIG_COUNT = 20; // 测试读取多个配置的数量.
    public static int EXAMPLE1_FRAME = 20;              // 读取配置时的稳定帧率.

    public static string EXAMPLE2_CUBE_PATH = "Example_5/Cube";
    public static int EXAMPLE2_PALYER_COUNT = 10000;    // 测试物体数量.


    public static int EXAMPLE3_LOG_COUNT = 1000;       // 测试打印log数量.

    public static int EXAMPLE4_ENTITY_COUNT = 10000;     // 验证Class和结构体的数量
    public static int EXAMPLE4_FIND_COUNT = 10000;       // 测试遍历和查找时创建的对象数量.

    public static int EXAMPLE5_CAMERA_TEST_COUNT = 2500; // 测试相机时,所有gameobject的数量.
    public static int EXAMPLE5_RAY_TEST_COUNT = 20000;    // 测试射线时,物体数量.

    public static int EXAMPLE6_POOL_TEST_COUNT = 2000;   // 测试移动发送消息使用对象池.

    public static int EXAMPLE8_STRING_COUNT = 1000;    // 验证字符串操作时,字符串数量.

    public static int EXAMPLE5_PLAYER_COUNT = 100;
}
